Gaming Illustrated interviews Ion

Comment on events and happenings in the Fallout community.
Post Reply
User avatar
Saint_Proverbius
Righteous Subjugator
Righteous Subjugator
Posts: 1549
Joined: Tue May 21, 2002 1:57 am
Contact:

Gaming Illustrated interviews Ion

Post by Saint_Proverbius »

<strong>[ -> N/A]</strong>

Apparently the boys at <a href="http://reflexive.net/">Reflexive</a> are in <i>full on hype mode</i> as today marks another day with an <a href="http://www.gamingillustrated.com/lionhe ... terview</a> about <a href="http://lionheart.blackisle.com/">Lionheart</a>. Here's a smidge about SPECIAL and a new Perk:<br><br><blockquote><b>GI:</b> Can you give us an idea of what skills, perks, and traits will be included in Lionheart’s SPECIAL system?<br><br><b>Ion Hardie:</b> Lionheart’s rule system will be very similar to the SPECIAL system in Fallout, although we’ve had to modify some of the rules for the conversion to real-time and the addition of a magic system. At the start of the game, during character generation as you would expect, you will be able to manipulate the character’s primary statistics: Strength, Perception, Endurance, Charisma, Agility, and Luck. The character starts out with some initial skill values based on these attributes. We have Fighting Skills, Thieving Skills and Magical Skill categories that all of our individual skills fall into. <u>There are currently over 65 skills</u>, as we present our magic spells as skills that the player can advance by spending points on. The player will also have the ability to choose tag skills, skills that your character is more proficient at and will increase at a more dramatic rate through the game. Like Fallout, there are no classes because SPECIAL is a skill based system. Also like Fallout, you will be able to choose traits to differentiate your character and add some personality. As you progress, you will earn skill points to improve your character and every third level will be present you with the ability to gain a perk. <u>The design currently has over 60 Perks.</u> Some of them might not make it into the final game, but they cover everything from increasing stats to improving skills, to improving critical hits. One example of a completely new Perk should be nothing of a surprise:<br><br><b>Enlightenment</b><br><i>The divine character has become more in tune with the will of their god or gods through extreme devotion and practice. Selecting this perk means that casting costs are subsequently decreased for all Divine Magic spells across the board by 15%. This is a one-time adjustment at the time the Perk is selected.<br>Number of Ranks: 1<br>Requirements: When any Divine Magic skill is at 100 or greater, Perception of 6</i></blockquote><br><br>ENLIGHTNING! And wow, 65 skills. That'll be one hell of a Skillsdex.<br><br>This was spotted over at <a href="http://bluesnews.com/">Blue's</a>.
Seven

Post by Seven »

Do you honestly believe that creating 65 skills is a good thing. I'm sorry I have to disagree. The addition of that many skills might mean that a non-specialist character would blow big time. Basically, having that many skills means that characters will develop in niches, so it still may be a classless system, but it might promote the class system. I know that this sounds a little wavvy, but think about it for a minute.
User avatar
VasikkA
No more Tuna
No more Tuna
Posts: 8703
Joined: Sat Jun 15, 2002 6:14 pm

Post by VasikkA »

Hmm, looks like they've divided every significant skill into several smaller skills. For example the Traps skill would consist of 3 or 4 different types of trapping methods. Or 'Doctor' skill divided into medical treatment and magical healing. Different schools of magic should be separated though. Or I'm assuming wrong. I wont complain the system before I play it but 65 skills sounds interesting. And I hope they all have a use in the game and are balanced in importance compared to each other.
User avatar
Saint_Proverbius
Righteous Subjugator
Righteous Subjugator
Posts: 1549
Joined: Tue May 21, 2002 1:57 am
Contact:

Post by Saint_Proverbius »

Seven wrote:Do you honestly believe that creating 65 skills is a good thing. I'm sorry I have to disagree. The addition of that many skills might mean that a non-specialist character would blow big time. Basically, having that many skills means that characters will develop in niches, so it still may be a classless system, but it might promote the class system. I know that this sounds a little wavvy, but think about it for a minute.
Notice the joke about the Skillsdex, Seven. :)

Actually, over half those "skills" are spells. There's only about 25-30 actual skills and Fallout had 18.
------------------
Image
User avatar
Red
Hero of the Glowing Lands
Hero of the Glowing Lands
Posts: 2085
Joined: Wed May 15, 2002 11:58 am
Location: Nowhere (important anyway)
Contact:

Post by Red »

Having a skill per spell sounds like crap. So does too many skills... They'll either increse the skillpoints you get (which means people will probably be macing the 255 limit...) or well, there's be tons of not used skills...
Imho they should just fit spells in categories, and if they feel they need more granularity, make subcategories...
...
Seven

Post by Seven »

Whew... I thought that you had converted. I think that they don't understand that bigger doesn't mean better. I'm not wholly opposed to the addition of more skills, but adding magic to SPECIAL is a little weird. I'm guessing now that anyone who choses to play a magic character in Lionheart will not be taking gifted and will have to max out INT to get the most skill points. BTW, forgive me for being presumptuous, but I don't see how SPECIAL can work in any resemblance of it's former self if it has over 65 skills. The beauty of Fallout was that you could get most skills to a 70-80 and have your tag skills at about 125-140 (especially with the different handbooks and such). Unless they have "mage books" in Lionheart I don't forsee anything that looks like SPECIAL.
Our Host!
Post Reply